Commit Graph

6690 Commits

Author SHA1 Message Date
Paul Chote
d62ef64fa6 Make ralint give useful stacktraces under mono 2011-07-27 19:58:37 +12:00
Paul Chote
ad12352f41 Add mcv husk by Daniel Hernandez 2011-07-27 19:26:41 +12:00
Paul Chote
a4814b82c8 Display cost/power tooltip labels in red if there are insufficient funds/power. Fixes #1076. 2011-07-27 17:38:37 +12:00
Paul Chote
1c7a9ce08e Fix desert civ building animations (bug #1097). 2011-07-27 16:59:44 +12:00
Paul Chote
4e68ad2b12 Fix default civ building husk walkability 2011-07-27 16:57:23 +12:00
Paul Chote
9df7348683 Add two missing desert buildings 2011-07-27 16:57:12 +12:00
Paul Chote
b216d73ac9 Fix civ structure sequence ordering 2011-07-27 16:34:46 +12:00
Paul Chote
2b3f58e3a4 Fix hospital animation and add husk 2011-07-27 13:36:49 +12:00
Paul Chote
39a3dfffd1 Disallow capturing hospitals until they give something useful 2011-07-27 13:36:49 +12:00
Paul Chote
4c60639a0d Remove build radius from tech structures 2011-07-27 13:36:49 +12:00
Paul Chote
8087f16df0 `The Sentinel' tweaks: replace blue tib fields with hospitals; move starting spawns closer to the center; remove excess tib trees. 2011-07-27 13:36:49 +12:00
Paul Chote
0946bf52c3 Tweak tib and add oil derricks to Chokepoint. 2011-07-27 13:36:49 +12:00
Paul Chote
e62ec6caa1 Remove extra tib trees from `Instant Karma' 2011-07-27 13:36:49 +12:00
Paul Chote
86bc01cf65 Fix tib trees in `dead in motion' (bug #1072) 2011-07-27 13:36:49 +12:00
Paul Chote
8a6a3eac85 Make nod airfield fly the width of the map instead of spawning a fixed distance outside the map. Increase aircraft speed to compensate. Fixes #283. 2011-07-27 13:36:49 +12:00
Paul Chote
d9174b7e3b Kill RenderSimple.OverrideTileset/OverrideImage. 2011-07-27 13:36:48 +12:00
Paul Chote
64ab44c3ea Log a message when trying to render a nonexistent actor in the editor 2011-07-27 13:36:48 +12:00
Paul Chote
d98649e7e1 Switch `minus two' to desert variants. 2011-07-27 13:36:48 +12:00
Paul Chote
2778752a17 Switch `instant karma' to desert variants. 2011-07-27 13:36:48 +12:00
Paul Chote
a0d1686fd1 Fix bogus desert variant in shellmap 2011-07-27 13:36:48 +12:00
Paul Chote
e1691a4a70 Switch `chokepoint' to desert variants. 2011-07-27 13:36:48 +12:00
Paul Chote
6fecb82c98 Switch `break of day' to desert variants. 2011-07-27 13:36:48 +12:00
Paul Chote
7211cd10c6 Define desert variants of civilian buildings as real actors instead of visual hacks. 2011-07-27 13:36:48 +12:00
Paul Chote
17d72f17d9 Add an EditorTilesetFilter trait for filtering the actor palette based on tileset. 2011-07-27 13:36:47 +12:00
Paul Chote
9f7c5791f9 Make vehicle husks unselectable 2011-07-27 13:36:47 +12:00
Paul Chote
7e3cfd7ee9 Don't show a selection cursor over targetable but unselectable actors 2011-07-27 13:36:47 +12:00
Paul Chote
aa2ae95ce1 Kill DeadBuildingState.Zombie 2011-07-27 13:36:47 +12:00
Paul Chote
f9017567c1 Implement dead civilian buildings ask husks. Fixes #149. 2011-07-27 13:36:47 +12:00
Paul Chote
d6ab8b2456 Fix tech structures: cannot sell, can repair, fix husks. 2011-07-27 13:36:47 +12:00
Paul Chote
3972836cd6 Don't allow engineers to repair neutral structures, it conflicts with capturing. 2011-07-27 13:36:47 +12:00
Paul Chote
d8ec459b97 Declare RenderSimple dep in WithFire 2011-07-27 13:36:47 +12:00
Paul Chote
d9bd49bac3 Tweak East vs West 3. Fixes #921. 2011-07-27 13:36:47 +12:00
Paul Chote
4138c5aeb7 Display version in the load screen 2011-07-27 13:36:46 +12:00
Paul Chote
00ba03cbce Fix #1062 2011-07-27 13:36:46 +12:00
Paul Chote
304601b5ca Split some useful bits from CncIngameMenuLogic into CncWidgetUtils for use elsewhere 2011-07-27 13:36:46 +12:00
Paul Chote
648979c8ae Fix a crash in Demolish 2011-07-27 13:36:40 +12:00
Paul Chote
cf9ac8d801 Fix a dumb crash & avoid a trait lookup in DragHusk 2011-07-26 10:01:32 +12:00
Paul Chote
59116fc5b8 Include mod version on the ingame menu (Feature #1075) 2011-07-26 01:19:02 +12:00
Paul Chote
0a5f81c39e Drag husks to their final location. Fixes #730. 2011-07-25 23:50:11 +12:00
Paul Chote
49cbaeb1d2 Fix a crash when an infantry is crushed and killed by conventional means in the same tick. 2011-07-25 22:23:21 +12:00
Paul Chote
8ad3f47608 Further resource tweaks:
- Resource value reduced by 25%
 - Resource spawn rate increased by 15%
 - Unload rate decreased by 50%
 - Harvest rate increased by 25%
2011-07-25 22:23:21 +12:00
Paul Chote
9270c9c6b7 Don't clear RA production queues whenever anything dies. 2011-07-25 22:23:21 +12:00
Paul Chote
eba178a427 Resource changes (Feature #970):
- Harvester capacity ~halved
 - Harvester harvesting rate halved
 - Resource value ~doubled
 - Silo/Refinery capacity increased slightly
2011-07-25 22:23:21 +12:00
Paul Chote
eadf6fe6cf Rename RenderBuildingOre -> RenderBuildingSilo 2011-07-25 22:23:21 +12:00
Paul Chote
2231940056 Harvesters harvest the cell in front of them; fix harvester target lines; split harvester activities into their own (correctly named) files. 2011-07-25 22:23:21 +12:00
Paul Chote
a5b2ff4c75 Remove unused proc sequences 2011-07-25 22:23:21 +12:00
Paul Chote
996a5407a9 Use proc tower lights as a fullness indicator (Feature #1035). 2011-07-25 22:23:20 +12:00
Paul Chote
97c608a9b9 Fix harvempty.shp and harvhalf.shp 2011-07-25 22:23:20 +12:00
Paul Chote
69d23e01aa Remove references to unused mix files 2011-07-25 22:23:20 +12:00
Paul Chote
6c129eed3c Split pip artwork into their own files and kill the hardcoded size/offset junk. Add a blue pip to support C&C blue tib. Fixes #836. 2011-07-25 22:23:20 +12:00